Custom PhysicsEditor export & new p2 polygon parsing

Hi,
I just realized, that even if I created multiple fixtures for a body in PhysicsEditor, the export will always and only contain a single big list of vertices. It's as all fixtures are merged to one. This is fine as long as you do not need the fixtures to behave separately. I want different collisions masks & categories and also some some signals inside my polygon.

That's why I created a separate phaser exporter in PhysicsEditor and the equivalent parser in Phaser.Physics.P2.Body. It works. I get all my fixtures as separate shapes. I still do not know if I can use them as sensor and with different collision mask/categories. 

Maybe you have an idea where to save the custom exporter for PhysicsEditor (currently in /exporter) ? And what about the method naming. `#loadPhaserPolygon` is not good for sure. But I'm undecided if we should place parsing stuff inside the Body.js or an external Parsing Utility ?

Notes:
1. I activated the circle shape in the exporter. It works for single fixtures. But p2 doesn't support circle placement in a fixture so it's pretty useless to create more than one circle as all circle are placed in the center of a sprite. (Why I did this: My initial idea was to use circle as sensors in my polygon, then I realized the missing position of a circle shape :) ).

2. All the friction & density fields are removed from the export as the 'material' behaviour is not based on a single body (like in box2d) but two colliding bodies (p2.ContactMaterial), isn't it ?

Any other thoughts about this are welcome!

Regards George